[0.9.21] Alternate HUD Scaling

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Deathlike2
Posts: 233
Joined: Sat Oct 29, 2005 0:40

[0.9.21] Alternate HUD Scaling

Post by Deathlike2 »

In certain resolutions, the alternate HUD looks different for the most part. Everything is essentially there on the screen but they are not scaled properly...

Compare these resolutions:
The inventory HUD displays max of 11 items at a time in the 640x480 and 1280x1024 resoultion.. but 800x600 can display only 3 items, 1024x768 can display only 8 items, 1152x864 can display 9 items.

The worst offender is the Alternate HUD's Strife Mission Objectives text where part of the box gets "cut off"... This is more prevalent in these resolutions:
800x600
1024x768
1152x864

Note: I haven't mentioned any of the low-res and non-standard Windows resolutions because they shouldn't factor in.

Fortunately the regular HUD does not seem to exhibit such problems.

Edit: Did more testing
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Graf Zahl
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Re: [0.9.21] Alternate HUD Scaling

Post by Graf Zahl »

Deathlike2 wrote:In certain resolutions, the alternate HUD looks different for the most part. Everything is essentially there on the screen but they are not scaled properly...

Compare these resolutions:
The inventory HUD displays max of 11 items at a time in the 640x480 and 1280x1024 resoultion.. but 800x600 can display only 3 items, 1024x768 can display only 8 items, 1152x864 can display 9 items.
'properly' depends on what you expect. Since it doubles the size of the display there is less space in lower ones. If it bothers you, disable hud_althudscale.

The worst offender is the Alternate HUD's Strife Mission Objectives text where part of the box gets "cut off"... This is more prevalent in these resolutions:
800x600
1024x768
1152x864
fixed that.
Note: I haven't mentioned any of the low-res and non-standard Windows resolutions because they shouldn't factor in.
The minimum recommended size for the alternative HUD is 640x400 so anything lower will look cramped. The same logically for scaled HUD smaller than 1280.
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